
Journey to the dark heart of the Edgewood Home for Lost Children in this fiendishly difficult action RPG!When her teacher stepped out of the classroom a month ago, Cordy never imagined he would be gone for good. Now her fellow students have turned on each other as the school descends into chaos.
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In a different timeline, nobody knows what Binding of Isaac is and this game is known by all. In reality, it doesn't hold up to BOI legacy, but the world building is very interesting. While janky, I enjoyed playing this, visuals and audio go very well together to put the experience together. Several other games in the genre do play better. Attacking in this can be awkward and some enemies can feel a bit unbalanced/overly tanky. Late in the run you'll need a good amount of patience with how many attacks you need to do, unless your run is absolutely crushing it. However, this game has undeniable charm and that is not something you easily achieve. I'd recommend giving it a try at least.
It's with a heavy heart that I must give ODP a thumbs down. Attempts to improve on the Binding of Isaac formula to varying degrees of success, but unfortunately is bogged down by some bizarre design decisions. Had potential but is no longer being updated. + Compact item pool + No guessing as to what passive or active items do + No need to hunt for secret rooms + XP system is unusual but welcome + Neat enemy designs, premise and setting + Having to lead shots is also unusual but not unwelcome - No controller support - Confusing enemy animations. Some attacks are unreactable (trash cans, globe guys) - Roll does NOT come with inherent dodge% which is awful esp. when you are constantly under fire and in a cramped room - Haphazard enemy bullet patterns (fortress Woundwort biggest offender) unlike In BoI, where bullet patterns can be easily parsed even if tricky to dodge. Danmaku doesn't mean "Lots Of Bullets Just Wherever" - Why can chests only be opened from the front but vending machines can be interacted anywhere? Feels very awkward - Too stingy with consumable drops (esp. chalk) - Player projectiles and enemy projectiles are too dark and hard to distinguish - Forced darkness in the libraries where you are expected to dodge very fast projectiles from enemies you cannot see - Too many awful room designs - Credit grind gets unbearable very quickly (does not respect my time) - Buggy: chalk clouds spawn even when lower row of houses in fortress Woundwort fight are destroyed. Also game sometimes runs multiple copies of iteself causing music/sfx to extremely chug - Overreliant on perks and passive items for basic stuff (esp. dodge% on rolling, prop destruction) - Enemy strength scales too hard relative to char strength. Better hope you have a lot of +dmg or +crit upgrades!
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Languages: English**languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Binding of Isaacをゴシック風にしてローリングを足したようなゲーム プレイヤーはコーディとなり他の生徒や謎の生き物を退けながらひたすら学校を登っていく 敵を倒してレベルアップするごとに能力を2つから選べ、アイテムを拾ったり自販機から買うことでも強化が出来る フロアごとにボスがいるが一定の階層ごとに章ボスがいて最初の内は倒すごとに強制でエンディングになる 最初のうちは何度もやられるだろうが、プレイごとにperk解放や強化に使えるポイントが貰えて有利に進めることが出来るようになる またボスを縛りプレイで倒す等の条件クリアで新たなperkが解放出来るようになったり、ポイントが貰える 地味ながらもだんだん強くなっていけるいぶし銀なゲーム あとコーディに椅子を投げる長身の女の子が可愛い
Our Darker Purpose is an interesting little action roguelike with an unique setting and charming gothic art; however, it’s riddled with so many janky issues that the game quickly becomes incredibly frustrating to play. Leveling Up: Enemies drop experience when killed, and on level up you choose a passive upgrade that lasts for the rest of the run. Some of these passives are much stronger than others, and having the right ones by the end of a run feels mandatory. Enemy HP scales absurdly fast, and with the amount of projectiles on screen during late-game rooms and boss fights, you need strong damage output or you’ll just get overwhelmed. Many passives are simply bad. For example, reducing your already low movement speed for a bit of extra money is a terrible trade-off. Because leveling up is so crucial, you have to clear entire floors of enemies just to scrounge up enough experience for a level and a chance at some stat increases. This issue could be resolved if bosses gave out some kind of rewards, but all you get is currency at the end of a floor, which you can only use after getting to a vending machine (shop) at the next floor (which spawns in a random room). Enemy Design: Enemy attacks are often unreadable. Many enemies have minimal animations, and it’s unclear where their hitboxes begin and end. Bosses are especially bad about this—often reusing the same animations across multiple projectile patterns. Some enemies move much faster than you, forcing you to chase them around huge rooms just to progress, which is tedious and annoying. On top of that, many enemies have teleportation or invincibility phases, leaving you standing around waiting for an opportunity to attack. Imagine The Binding of Isaac’s Host enemy, but faster, zooming across the room, and harder to deal with unless you lucked into movement speed and attack speed passives. Player Projectiles: Your projectiles are tiny and often arc in weird ways. It’s common to fire in one direction only for your shots to curve strangely and miss. Against small, teleporting, or flying enemies, this feels incredibly frustrating. Combined with bloated HP pools, fights often drag on for several minutes. Items: Most items feel useless. +10% resist, +25% dodge chance, “chalks spawn extra clouds”—uninspired bonuses like these dominate the pool. Once again, the only truly valuable items are those that boost damage or health. Very few items actually change your primary attack, and even those don’t alter how you approach combat. As a result, nearly every run feels the same. The best builds are just the ones with the biggest damage numbers. Chalk: Chalk acts like a consumable bomb, spawning three clouds that damage enemies and absorb enemy projectiles. Unfortunately, the clouds move erratically in confusing patterns, making them unreliable. On top of that, chalk is rarely dropped unless you luck into certain passives or items. Map Design: Some rooms are simply too large. You’ll often spam the dodge roll button just to cross them faster, which isn’t fun—it’s just padding. Hardmode: After several attempts, I have to say that hardmode is terribly designed. Balance and scaling are all over the place. Some bosses are absurd HP sponges while others are trivial pushovers. Already annoying enemies become even worse with extra speed, attacks, or projectiles. I often found myself wondering if hardmode was ever properly playtested—many exclusive enemies and rooms feel unfair. Sometimes you’ll even encounter late-game enemies on the first floor, which is baffling. So many of these "hard mode" adjustments are just more enemies, more projectiles and more HP. Dodge Roll/Teleport: I call it a “dodge roll,” but it isn’t really one since it has no i-frames—it’s just a short speed boost and repositioning tool. Later on, you can replace this roll with a teleport, which is more useful but extremely buggy. Sometimes it doesn’t move you at all, or teleports you in the wrong direction, leaving you stationary and getting hit. This, by far, is one of the worst bugs. Overall, the game is fun for a few runs but becomes monotonous if you try to play it seriously as a roguelike. Pick it up on sale if you’re really curious about a gothic dungeon-crawling roguelike—but honestly, there are better options out there.
I am a little sad with how underrated this game is. It takes the basic game mechanics of The Binding of Issac and combines it with an aesthetic and themes of Lord of the Flies and The Rule of Rose. The creepy school and insane children enemies are compelling in the feel of the execution, and the writing is sometimes very sharp and dryly humorous. If you want an interesting Binding of Issacc like Rougelike, give this a shot!
Great game, but feels like incomplete. Should be more balanced in terms of enemies and upgrades. Difficulty: hard - very hard 100 % achievement difficulty: hard Graphics: good Music: very good
♥♥♥♥♥♥ сложная.
Comme l'a fait remarquer une autre review, c'est dommageable que Our Darker Purpose existe dans une dimension où existe Binding of Isaac, parce que clairement, la comparaison est rude, on n'est pas au même niveau de qualité, de quantité de contenu, de profondeur, et de fun, tout simplement. Mais autant le fond est similaire, autant Our Darker Purpose se distingue vraiment pour tout un tas de raison. L'ambiance et la direction artistique déjà, qui sont assez uniques. L'histoire, assez intéressante (même si c'est flou, j'ai pas touché à ce jeu pendant des années). Son game design, plus orienté stuff, niveaux et compétences, ce qui change pas mal de Binding of Isaac et ses clones. Honnêtement, c'est un jeu que je recommande d'essayer, au moins par curiosité et voir ce qu'il a à proposer. Il y a de meilleurs jeux dans ce style, mais il a le mérite d'être relativement unique (en tout cas original) dans sa proposition. Il est pas cher et souvent en soldes, donc ça ne coûte pas grand chose d'essayer et voir si ça vous parle. Par contre sa mère il est dur, jamais eu la patience d'aller bien loin, jamais eu la motivation de relancer le jeu et persévérer non plus. Mais je vous invite quand même à tester.
really cool game that unfortunately did not get the attention it deserves. It's not as smooth as Binding of Isaac but in return there's not poop noises and wet meat sounds every second. It's got its own charm and appeal that I really liked.
The lore, story, aesthetic, and premise were super compelling! Unfortunately, the gameplay is not. I'm a wimp and not particularly GOOD at action roguelikes, but even I could tell pretty quick that it was really, really not good. The controls are clumsy and Cordy's slow, slow speed was only matched by her equally slow and absolutely tiny bullets. Combat is extremely clunky and difficult, especially with the enemy's HP pools. It was hard to tell what were actual enemies and what were just stage hazards. In a first for a roguelike I've played, I don't think there was any reward-or at least, none I could discern-for clearing some rooms. Just not fun.
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